Texture2D shaderTex;
SamplerState sType;

struct SDXInput
{
    float4 position : SV_POSITION;
    float2 tex		: TEXCOORD0;
};

float4 PShader(SDXInput Input) : SV_TARGET
{
    float4 tColor;
    tColor = shaderTex.Sample(sType, Input.tex);
    return tColor;
}